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TheSprinter85's avatar
4 years ago

Upgrades Discussion: Peashooter Upgrades!

This is the upgrade discussion post for Peashooter!

Unique Upgrades

Escape Roots (3 upgrade points): Whenever you vanquish an enemy, you move 20% faster for 3 seconds, allowing you to get away from a fight or to find another enemy. You can get this vanquish in any way and this can allow you to travel around more efficiently.

Last Ditch (3 upgrade points): Your last Pea in each of your clip sof ammo deals a massive amount of bonus damage (when you have 1 ammo left). It deals about 90 damage (instead of 34) on a successful direct hit. You can use this to your advantage, by using up your ammo until you have 1 left, then wait for an enemy to appear and hit them for a high amount of damage this way.

Homing Pea (4 upgrade points): Your Pea Cannon weapon gains homing capabilities, and your shots can home on enemies, if they are close enough to you. This makes it much easier to land direct hits and you will miss your shots less often, although even missing direct shots could still provide you with splash damage.

Party Time (5 upgrade points): When you have earned a vanquish streak, for 15 seconds, you gain a 20% damage boosts and 10% movement speed boost. This means you can defeat enemies more easily, and get around more easily during this time as well. Additional vanquished enemies during Party Time do not count towards another vanquish streak. You can only vanquish Heroes for this streak.

Unique Ability Upgrades

Chilli Bean Bomb

Pro Spitter (1 upgrade point): When you deploy your Bean Bomb, it travels 50% further, meaning you can hit enemies at further distances, but is more ineffective at closer ranges. Use this to surprise your enemies and to keep your distance from your enemies.

Bean Party (3 upgrade points): If you get a vanquish with your Bean Bomb, you get a 3 second cooldown reduction for your next use of Bean Bomb, meaning you can use it more often if you get vanquishes with it. Getting multiple vanquishes will yield even greater results and will further reduce your cooldown.

Pea Gatling

Reload Gatling (2 upgrade points): When you deal 5 critical hits in Pea Gatling, you will gain 25 ammo for your Pea Gatling. You can actually use this to gain potentially infinite ammo, meaning you can continuously shoot and deal high damage in this mode. You will want to aim for critical hits when you use this upgrade, or you will not benefit from this effect.

Explosive Gatling (3 upgrade points): Your enemies explode when you vanquish an enemy using your Pea Gatling, dealing a maximum of 40 damage to all nearby enemies, which means you can damage and possibly vanquish multiple enemies at once if grouped. This damage can be reduced if enemies are close to the blast, but are not close enough to be in the inner blast radius.

Pea Suped

Feed the Beast (3 upgrade points): When you earn a critical vanquish while Pea Suped is active, the refresh times of all your abilities are reduced by 12 seconds, meaning you can use your other abilities much more frequently. All direct hits that you inflict are critical hits with your primary weapon, so use this to your advantage.

Combat Adrenaline (4 upgrade points): When you successfully deal damage while Pea Suped is active, your Pea Suped duration gets extended. This means you can use Pea Suped for a really long time, or at least for a longer period of time. You gain 4.25 seconds of Pea Suped for every 4 successful hits you deal, and splash damage can be utilised as well.

Well, these are the upgrades covered for Peashooter! There are some nasty upgrades capable of drastically improving the damage and power of Peashooter, such as Last Ditch and Party Time if you can pull out the power of these upgrades. Lots of upgrades are suited to refreshing your abilities quickly or extending the duration of your abilities if used appropriately, improving your effectiveness in battles against your enemies. There will be times where even dealing splash damage can trigger your upgrades, which can prove to be greatly effective when you are fighting enemy groups.

4 Replies

  • @TheSprinter85I don't get why information about upgrades isn't properly presented to both players.

    Look at last ditch for example. How am I suppose to know when a peashooter can suddenly deal 90 to me? How am I ever suppose to counter that if i can never tell it's coming? It's the equivalent to getting random critical hit in tf2 in a gunfight. I'm making no real mistakes than suddenly get one shot or have a mass amount of damage put me on the defensive that I had no way of seeing or reacting to (random crits in tf2 also don't have falloff for god knows why). Why should peashooter ever gain a consistent imp one shot to potentially start a fight with?

    Homing pea: why does this even exist? Especially with how wonky homing is in bfn?

    Party time: why is this specific to peashooter of all characters? The fact that you also have no indication as a zombie that it's equipped is also frustrating to fight.

    Pro spitter: Hay guys remember bean techs in gw well popcap doesn't?

    Bean party: rewards you for vanquish streaks but it also makes wondering how long until the next bean bomb a pain as a zombie.

    Reload gatling: Making ops even easier since 2019. Seems like a pretty abusable upgrade ngl. SHREDS preserve pastures finale.

    Explosive gatling: Once again making ops even more braindead since 2019. Another upgrade that you really can't see coming.

    Feed the beast: 12 seconds seems kinda op ngl. Especially since like it says are earned by critical vanquishes which peashooter gives out in spades, especially on ops to bring back his infinite gatling faster.

    Combat adrenaline: The fact that hits power this and not vanquishes really makes it go so long and makes bunnyhopping peashooter got 110%.

    A lot of this upgrades seem pretty busted, especially against AI and not being able to tell what your opponent has can lead to some moments of feeling like you had no counterplay available.

  • Escape Roots: Is a decent one. I like extra mobility and it's really good in ops and free roam regions where you can get a lot of vanquishes.

    Last Ditch: Not a fan of this one, although it's reminiscent of Zen Cactus in GW2, I tend to reload a lot ever since playing Half-Life back when it was the new thing, so it's largely a personal preference, but this thing could at least have a visual cue, like the peashooter's nose glows ominously so zombies know what's coming, otherwise it feels cheap against a player.

    Homing Pea: No, just no. Peashooter's are one of the best AoE characters in the game already, thanks to peas's splash damage and chili bean bombs, making their shots guided too? Of course, this upgrade doesn't actually work all that well just like Rose's shots, the homing in BfN is lackluster. If it did work properly, it'd be a bigger problem.

    Party Time: I like the party characters in GW2, although there have been balance issues with them since day 1, but this version just isn't fun and again, lacks any kind of strong indication that it's working. 

    Pro Spitter: This one is fine. It seems a bit expensive to just hurl the bean bomb a bit further, but it does give you options with that powerful AoE ability.

    Bean Party: I always worry about stuff like this if it let's you spam it, but I've never seen that happen to that degree. I like the idea of making builds that let you focus on aspects of your kit like this.

    Reload Gatling: This thing is hilariously broken in PvE, you can take out a boss with it, without ever leaving Gatling mode if you aim well. It's less of an issue in multiplayer where zombies players are not going to let you constantly crit them and/or they give you a ZPG to the face. I like it for what it is, but it is easy to abuse at times.

    Explosive Gatling: This is a good one that adds a little surprise. The damage is significant, but not crazy good, so it never feels cheap. 

    Feed the Beast: BfN has shorter ability cooldown times than the GW games already, so this one is quite powerful. Pea Suped is an ability I overall enjoy and this ability doesn't feel awful or OP, so it works for me.

    Combat Adrenaline: Again, any ability that extend its use via using that ability is prone to abuse, and some in BfN are really bad with this, but this one doesn't really feel that bad to play against, so isn't as much a problem as some of the others, but I haven't parsed it out either.

  • stukapooka's avatar
    stukapooka
    Legend
    4 years ago

    @Iron_Guard8Tbf to the bfn cooldown a lot of returning gw abilities were also nerfed in terms of damage like shuck shot or imp punt. Still dumb how abusable some of them are with the upgrades though.

  • TheSprinter85's avatar
    TheSprinter85
    Hero
    4 years ago

    It would be beneficial if we had more information on what upgrades our enemies use. Using the upgrade system well gives you an advantage over your enemy as you can execute unpredictable plays, such as the Last Ditch example that you mentioned.

    I do not see why Homing Pea exists or needs to, a homing upgrade should exist on a character that is less accurate or that has more recoil instead? Perhaps Imp could be deserving of it, for example, instead of receiving the upgrade that reduces its recoil. I used to use this upgrade back near the start of the game's lifespan, but after a while saw no reason to, as you already have the splash and explosive damage against your enemies.

    Most of these upgrades seem appealing, although busted unfortunately. Against Al, I tried both of the Pea Suped upgrades together and I was basically had infinite Pea Suped and was cooling down my other abilities very rapidly. I have tried out each of the Pea Gatling upgrades together and I have basically used Pea Gatling for ever. It would probably make sense if some of the upgrades cost more so they cannot be comboed with each other, and others get nerfed so they will be used less often.

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